]]>http://www.darkfallunholywars.info/blog/dfuw-fb-post-on-june-22-2015-at-0401am/feed/0My message.http://www.darkfallunholywars.info/blog/my-message/
http://www.darkfallunholywars.info/blog/my-message/#commentsMon, 15 Jun 2015 09:58:30 +0000http://www.darkfallunholywars.info/?p=4195I apologize for the previous message, it was not approved for posting. I’ll try to be as specific as possible as per the community request to bring back the original Darkfall:

It’s well known that we’re a small independent game developer working hard to support one of the highest maintenance game types there is.

Bringing back the original Darkfall is unfortunately unrealistic and impractical. There is no doubt that it was a great game, which had its’ chance, but unfortunately stopped being viable and had to end. It’s as massive an effort and expense as launching any MMORPG and would require months of development in order to go back in time. Even if we did, it would require a sustained serious critical mass of players, in order for it to be viable. We are unfortunately unable to support that kind of an effort, and we don’t believe there is a market for it.

Having said that, we remain open to serious proposals for licensing and supporting the original Darkfall. Unfortunately, to date, there have been none other than some quick semi-anonymous emails asking "how much would it cost". It would take a sizeable server investment to cover a region and a minimum low five figure amount just for bandwidth and basic systems operations. This doesn’t include developer and customer support, and it certainly doesn’t include the serious effort behind keeping the game updated. It’s a large-scale operation to run an MMORPG, but Darkfall in particular, due to its’ real-time nature, is even more demanding on hardware, bandwidth, and development support.

Our main development objective is to work on continuously improving our current game, Darkfall Unholy Wars, and to infuse it with some of the magic Darkfall Online had to offer. This is the time when we need to be able to focus on Darkfall Unholy Wars, and we need to know that we can depend on your support in that.

It gives me great pleasure to extend my sincere gratitude to all our players in large for their unswerving love and support for us. We are a small independent game developer, with a relentless drive for innovation and a spirit of grand imagination. We started our company in 2002. Back then, we knew we wanted to make great games that people would want to play for years.

We did not create this company to make money. Along the way, many things have changed at Aventurine. But, the core beliefs upon which we founded this company are stronger than ever: we are still a small independent game developer, with relentless drive for innovation and a spirit of grand imagination.

Darkfall Online (DFO) was launched in 2009. Three years later, in 2012, we launched its sequel -Darkfall Unholy Wars (DFUW). Based on popular demand, we contemplated at re-launching DFO. Slowly, we realized that DFO will not be delivering on our original product strategy. It also became clear that the problem is not just with DFO, but with our entire product strategy.

Now, better than ever, is time to make some hard decisions. We decided to kill all ongoing production for DFO, and focus on enhancing DFUW.

We realized, despite the initial excitement, players that played DFUW would not return to play DFO. Players were getting bored with the DFO game after a month or two. It is too hard to get into the game. The sad truth is that this is not a game that anyone would play for years. Our dream is to create games that people will remember for many years to come. We want to build a company that will last for many years, too. A company whose employees will feel it is the best place they have ever worked.

Certainly, the aforementioned vision requires time to implement and patience to optimize. We are counting on all our players to support us during these times of great challenges. We are looking at building synergies with a partner that will not focus on the next ten years but on the next one hundred years.

It has been an exciting journey for our company, thanks to its dedicated and loyal players’ community. We can make our existing game -DFUW- much better. There is so much more we can do. More than anything, we cannot do it without our players’ wholehearted backing.

We are here today thanks to the confidence and trust our players have in us. Our objective is to become a company that every player can be proud of. That is a commitment we solemnly pledge to all of you.

]]>http://www.darkfallunholywars.info/blog/message-from-the-ceo-regarding-old-version-of-darkfall-aka-dfo/feed/0Message from the CEO.http://www.darkfallunholywars.info/blog/message-from-the-ceo/
http://www.darkfallunholywars.info/blog/message-from-the-ceo/#commentsSat, 13 Jun 2015 19:37:22 +0000http://www.darkfallunholywars.info/?p=4193It gives me great pleasure to extend my sincere gratitude to all our players in large for their unswerving love and support for us. We are a small independent game developer, with a relentless drive for innovation and a spirit of grand imagination. We started our company in 2002. Back then, we knew we wanted to make great games that people would want to play for years.

We did not create this company to make money. Along the way, many things have changed at Aventurine. But, the core beliefs upon which we founded this company are stronger than ever: we are still a small independent game developer, with relentless drive for innovation and a spirit of grand imagination.

Darkfall Online (DFO) was launched in 2009. Three years later, in 2012, we launched its sequel -Darkfall Unholy Wars (DFUW). Based on popular demand, we contemplated at re-launching DFO. Slowly, we realized that DFO will not be delivering on our original product strategy. It also became clear that the problem is not just with DFO, but with our entire product strategy.

Now, better than ever, is time to make some hard decisions. We decided to kill all ongoing production for DFO, and focus on enhancing DFUW.

We realized, despite the initial excitement, players that played DFUW would not return to play DFO. Players were getting bored with the DFO game after a month or two. It is too hard to get into the game. The sad truth is that this is not a game that anyone would play for years.
Our dream is to create games that people will remember for many years to come. We want to build a company that will last for many years, too. A company whose employees will feel it is the best place they have ever worked.

Certainly, the aforementioned vision requires time to implement and patience to optimize. We are counting on all our players to support us during these times of great challenges. We are looking at building synergies with a partner that will not focus on the next ten years but on the next one hundred years.

It has been an exciting journey for our company, thanks to its dedicated and loyal players’ community. We can make our existing game -DFUW- much better. There is so much more we can do. More than anything, we cannot do it without our players’ wholehearted backing.

We are here today thanks to the confidence and trust our players have in us. Our objective is to become a company that every player can be proud of. That is a commitment we solemnly pledge to all of you.

This is my suggested changes that will have a significant positive impact in Darkfall. This will add value to in-game activities like farming, exploration, and enhance the sense of progression among players.

Proposal: ALL craftable items are learnable ONLY from recipe scrolls/books that will drop from mobs, chest, treasure maps and they are tradeble, lootable. These books can also be sold to NPC vendor for reasonable amount of gold.

This will allow AV to introduce hundreds of new items in the game that will be highly sought after.

common: players may learn as many common recipes as they wish. (Doesn’t require gold or prowess).

non-mastery: players may learn as many non-mastery recipes as they wish but it will cost gold. More recipe a player learns, more expensive (exponentially) it gets to learn new non-mastery recipes.

mastery: players may learn as many mastery recipes as they wish but it will cost both gold and prowess. Amount of gold and prowess needed will increase exponentially as they memorize more mastery level spells.

All new players will have all the first rank armor and weapon recipes memorized by default.

When a player first learns a new recipe they will have a 75% success rate. The more they make the higher the success rate increases.

A player may choose to “forget” a recipe. Only prowess will be refunded. If the player decided to pick up the same recipe they will start off from “75%” again.

A player doesn’t need to “level up” their crafting anymore to create the next tier gear. They just need to obtain the appropriate book or scroll.

Each tier and style weapon will have separate books. For example there will be different books to cover militant, stoic, and barbaric Neithal Great Swords.

This system is essentially specialization and it will introduce trade offs, player dependency and encourage trading/player interaction. All players will have much motivation to engage in game activities because they now have a chance to obtain recipe scrolls/books which they can learn, share, trade with other players or even sell it to vendor for gold.

]]>http://www.darkfallunholywars.info/blog/implement-crafting-through-recipe-books-scrolls/feed/0DFUW FB Post on May 18, 2015 at 07:29AMhttp://www.darkfallunholywars.info/blog/dfuw-fb-post-on-may-18-2015-at-0729am/
http://www.darkfallunholywars.info/blog/dfuw-fb-post-on-may-18-2015-at-0729am/#commentsMon, 18 May 2015 12:41:25 +0000http://www.darkfallunholywars.info/?p=4189We are looking into the tech issues regarding access to forum and website. Thank you for your patience and understanding.

]]>http://www.darkfallunholywars.info/blog/dfuw-fb-post-on-may-18-2015-at-0729am/feed/0Maintenance on our Support Sitehttp://www.darkfallunholywars.info/blog/maintenance-on-our-support-site/
http://www.darkfallunholywars.info/blog/maintenance-on-our-support-site/#commentsMon, 11 May 2015 10:58:23 +0000http://www.darkfallunholywars.info/?p=4188During this week we will be conducting maintenance on our Support Site (http://ift.tt/1kdMzZ4).
Our Support representatives will be unable to access our ticketing systems thus delaying any replies on your tickets. Once our platform is
back online we will notify you through these forums.

We thank you in advance for your collaboration and apologize for any inconvenience this may cause

Militant and Barbaric weapon patterns (including shields) have different variations based on attack speed and weapon damage:

Militant weapons have 5% more attack speed and 3% less weapon damage than Stoic weapons

Barbaric weapons have 3% more weapon damage and 5% less attack speed than Stoic weapons

Shields now offer some protection bonus and have the following differences:

Militant shields offer physical protection bonuses

Stoic shields offer overall protection bonuses but lower than the other patterns

Barbaric shields offer Elemental and Holy/Unholy protection bonuses

– Starting gear is now given to new characters.

Movement/hitboxes

Reduced player momentum, so that movement is more responsive (closer to the March 18th patch). This change will also achieve better synchronization with the server framerate, and therefore we expect better hitbox prediction/performance.

Naval Combat
We brushed up some values sitting at default (no development was required)
General increase of speed for all ships by a moderate amount.
Adjusted ship health for mastery-level ships. Top-tier ships have benefit most from this change.

Some ships will now sink deeper when they are destroyed. People in the lower decks need to swim their way out before drowning/ship exploding.

In general larger ships accelerate slower, but can maintain high cruising speeds.
Be aware that: High ping spikes that also last long enough, might result in players dropping in the sea.

Sloop: Increased top speed by 29%. Turn acceleration increased. Ramming damage doubled. Sloop is also designed to explode for 2500 damage (this caps at 150 for players, but will not cap for ships). We are still working on this functionality, but due to a bug there is a chance it will not be implemented with this patch, but as an update later.

– Fixed a bug where Event UI was popping up every time a new event started
– Fixed a bug where the Event UI was not resizing properly when resize happend while in GUI mode
– Reduced Bosses attribute multiplier by half
– Reduced the event chests that spawned after killing the Alpha from 30 to 8, in order to focus pvp in less areas.
– Increased loot and probabilities on event chests.
– Added chance to get a Selentine Coin from event chests (Use this to increase your selentine gold)

Other UI Fixes:

– Fixed a bug with Progress/Revive bar unexpected popups.
– Modified the role management UI to reflect appropriately to the stat requirements removal
-fixed chat rename bug.
– Fixed a bug where typing a name for a chat tab and then accepting the changes didn’t change the tab’s name.
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